The Land: Raiders: A LitRPG Saga (Chaos Seeds Book 6)
Page 4
Richter was tempted to hand the junk rings out to his people, but he decided to put them in his bag instead. He couldn’t just keep giving everything away for free. He planned to have Roswan build a marketplace soon. Low level magic rings would be exactly the kind of thing he could entice his villagers to buy with all the silver he had been paying them. He had been investing quite a bit into building his village. Paying hundreds of people to work and build it, while at the same time offering free food and housing was not cheap. He liked to think of himself as a long-term thinker, so he considered it the cost of doing business. At the same time, he wouldn’t mind seeing some of those coins coming back into his treasury, and people were more likely to spend money when they felt like they had money to burn.
Richter was about to walk away, but then he saw one more thing lying in the high grass: the broken remnants of the Witch Doctor’s necklace.
You have found:
Necklace of Spirit Bondage (Broken).
Durability: 0/88
Item Class: Scarce.
Quality: Superb.
Weight: 2.3 kg.
Traits: Any qualities of this necklace have been lost with its destruction.
Richter shook his head in irritation. He would have paid a lot to know how to capture the spirits of sentient beings, or, at the very least, to have a receptacle that could hold their souls. Sumiko had made it clear that she found the very idea of enslaving the souls of sentients to be abhorrent, but that was not surprising in light of the fact that she was a Life mage. Richter had to think about larger concerns than just right and wrong. If he ever came face to face with another chaos seed, or some of other type of immortal, he wanted to have a tool that could permanently take them off the board if they showed themselves to be a threat. Also, if he was being honest, the possibilities of enchanting with the soul of a sentient were… intriguing.
Unfortunately, it didn’t seem like the necklace would be of any help. It just looked like a series of small bones that had been threaded on a steel wire. Several of the bones were scattered on the ground. The Witch Doctor had snapped the item in a last-ditch effort to kill Richter.
As the chaos seed searched through the pieces on the ground, three of the bones stood out.; they were larger than the others and each was hollowed out. They also each held a crystal. The crystals were the same hexagonal shape as the soul stones he was accustomed to, but they were dusky black in color rather than amber. He checked each, hoping one was still viable, but all were severely cracked. He still dropped the necklace into his bag. Maybe it would come in handy in the future.
Richter took a moment and double-checked his gear to see if anything he had found would serve as a good upgrade.
Richter’s Inventory
Weapon Slot
Name
Description
Weapon (Left Hand)
Elementum Short Sword of Freezing
Damage: 33-37.
Durability: 142/158.
Item Class: Scarce.
Quality: Exquisite.
Weight: 2.3 kg.
Traits:
+6-7 points of water damage per attack.
4% chance to cause Freeze for 4 seconds.
+10% damage vs spell barriers.
Charges: 136/220.
Bonus Trait: +10% damage against Earth and Dark creatures.
Weapon (Right Hand)
Sonic Elementum Short Sword
Damage: 31-35 (Max 33-37).
Durability: 134/158.
Item Class: Scarce.
Quality: Exquisite.
Weight: 2.3 kg.
Traits:
+22-23 points of sonic damage per attack.
16-17% chance to cause Disarm.
+10% damage vs. spell barriers.
Charges: 162/350.
Weapon (Reserve)
Recurve Bow of the Wood Sprite
Damage: 14-19.
Durability: 35/35.
Item Class: Rare.
Quality: Superb.
Weight: 3.8 kg.
Traits:
+ 8 Dexterity.
+ 5% accuracy.
Provides the skill: Focus
Weapon (Belt)
Moonstone Dagger of +3
Damage: 9-14 (Max 17-23).
Durability: 47/114.
Item Class: Uncommon.
Quality: Superb.
Weight: 0.9 kg.
Armor
Armor Slot
Name
Description
Head
Sprite Helm of Mana
Defense: +7.
Type: Light Armor.
Durability: 27/30.
Item Class: Unusual.
Quality: Superb.
Weight: 1.3 kg.
Traits: Mana +44.
Chest
Sprite Breastplate of Brawn
Defense: +10 (Max +12).
Type: Light armor.
Durability: 46/60.
Item Class: Rare.
Quality: Superb.
Weight: 6.1 kg.
Traits: Strength +8
Arms
Hardened Sprite Bracers
Defense: +10.
Type: Light armor.
Durability: 26/30.
Item Class: Rare.
Quality: Superb.
Weight: 3.0 kg.
Dexterity: +7.
Gloves
Studded Sprite Gauntlets
Defense: +7.
Type: Light Armor.
Durability: 40/40.
Item Class: Uncommon.
Quality: Superb.
Weight: 2.2 kg.
Traits: Increased climbing +10.
Legs/ Groin
Greaves of the Wood Sprite
Defense: +6 (Max +9).
Type: Light armor.
Durability: 28/45.
Item Class: Uncommon.
Quality: Superb.
Weight: 2.8 kg.
Traits: Movement speed increased by 10%.
Feet
Reinforced Sprite Boots
Defense: +8.
Type: Light armor.
Durability: 35/35.
Item Class: Uncommon.
Quality: Superb.
Weight: 1.8 kg.
Traits: +15 to Silent Movement.
Armor Set
Complete: Enhanced Sprite Armor
Bonus: Defense given by each piece increased by 25%.
Special Bonus:
50% less noise made while moving through forest.
+20% Earth Resistance.
Items
Armor Slot
Name
Description
Necklace
Necklace of Scry Defense
Durability: 200/200.
Item Class: Rare.
Quality: Exquisite.
Weight: 0.4 kg.
Traits: Will block all but God level scrying spells. You will not be able to be seen by divination, tracking or detection spells. Passive action.
Ring #1
Ring of Hidden Dangers
Durability: 15/15.
Item Class: Uncommon.
Quality: Superb.
Weight: 0.1 kg.
Traits: +16% to trap detection. Passive ability.
Ring #2
Ring of Flowing Thought
Durability: 25/25.
Item Class: Rare.
Quality: Superb.
Weight: 0.1 kg.
Traits: +20% mana regeneration
Ring #3
Ring of Spell Storage
Durability: 10/10.
Item Class: Uncommon.
Quality: Well Crafted.
Weight: 0.01 kg.
Traits: Holds one spell that can be cast upon activating the ring. This Ring can hold one Novice Level Spell. Spell will only last one day before degrading.
Spell Equipped: None.
Ring #4
Ring of Health
Durability: 16/16.
Item Class:
Uncommon.
Quality: Superb.
Weight: 0.01 kg.
Traits: +43 Health.
Ring #5
Minor Ring of Healing
Durability: 8/8.
Item Class: Uncommon.
Quality: Well Crafted.
Weight: 0.1 kg.
Traits: Will heal 34 health on wearer.
Cooldown: 10 minutes. Can be used twice per day.
Ring #6
Ring of Enchantment Resistance
Durability: 10/10.
Item Class: Unusual.
Quality: Exquisite.
Weight: 0.01 kg.
Traits: +32% Resistance to enchantment type spells.
Ring #7
Ring of Health
Durability: 11/11.
Item Class: Uncommon.
Quality: Well Crafted
Weight: 0.1 kg.
Traits: Increase maximum Health by +29.
Ring #8
Summoner’s Ring
Durability: 22/116.
Item Class: Rare.
Quality: Masterwork.
Weight: 0.01 kg.
Traits: Increasing level of summoned creatures by +5.
Bracelet #1
Bracelet of Health
Durability: 10/10.
Item Class: Uncommon.
Quality: Superb.
Weight: 0.1 kg.
Traits: Increase maximum Health by +58.
Bracelet #2
Bracelet of Smooth Movement.
Durability: 23/42.
Item Class: Uncommon.
Quality: Superb.
Weight: 0.03 kg.
Traits: Removes 29% of movement penalty for going through difficult terrain.
Belt
Sustenance Belt
Durability: 35/35.
Item Class: Rare.
Quality: Superb.
Weight: 0.8 kg.
Traits: The belt makes your body more efficient in managing its basic needs. While wearing this belt, you require 50% less sleep and 50% less food and water.
It was the first time in a while that Richter had examined his own gear. He had come a long way since using that simple short bow Xuetrix had given him, he thought with a laugh. His weapons and armor were still the best items that he’d come across. The pure defense given by medium armor might be better, but the magical properties of his Enhanced Sprite Armor more than made up the difference. His rings, however, could use an upgrade.
Richter reviewed his gear for a few minutes before making a decision. He took off his +29 Ring of Health and Ring of Hidden Dangers. The trap detection bonus from his Ring of Hidden Dangers was like a warm safety blanket for him, but his own Pierce the Veil skill was now at level twenty-three. That would just have to be enough. There were battles on the horizon, and Richter decided to take the tangible benefit of increased health and mana over the boost to his already fairly high trap detection capabilities. He considered removing his Minor Ring of Healing as well, but the instant replenishment of lost health was still too important. Even if the thirty-four points it could restore constituted less than 5% of his total health, it could still keep him alive.
As he slipped the Witch Doctor’s health and mana rings onto his fingers, he felt vitality surge through his body and that intangible pool of magic inside of him deepen. His bag was heavy on his hip with the gear of dozens of enemies, but it was nothing he couldn’t handle.
Richter spent a few more minutes summoning more mist workers to carry the bodies of the dead and to help support the living. After that, he signaled for everyone to move out. His battered war party walked forward. Richter cast his gaze over everyone. His eyes lingered on the dead bodies of his guards being carried in the grey arms of his summoned creatures. He couldn’t help but ask himself if this was what victory would always look like.
CHAPTER 4 – Day 140 – Kuborn 30, 15,386 EBG
The party made its way west towards the village. Sion led the way. His body looked completely solid again now that the Potion of Gaseous Form had worn off. They moved slowly but steadily, and Richter dealt with the prompts that were waiting for him. The first several seemed to deal with increases in his skills that had happened during the fight. Richter’s smile grew as he read them.
Congratulations! You have reached skill level 16 in Tracking. +1% attack bonus vs individual prey. You can follow older tracks.
Congratulations! You have reached subskill level 6 in Focus. Zoom increased by 0.1x.
Congratulations! You have reached skill level 12 in Small Blades. +2% attack speed. +2% bonus to damage.
Congratulations! You have reached skill level 9 in Dual Wield. Base accuracy penalty in primary hand reduced to 17% and in offhand by 42%. Attack speed increased by 1%.
Congratulations! You have reached skill level 15 in Light Armor. +2% to defense of all light armor.
Congratulations! You have reached subskill level 13 in Grace in Combat. Dodge increased by 23% while wearing all Light Armor.
Congratulations! You have reached skill level 10 in Dual Casting. The spell power of a dual casting is doubled at skill level 1. Advancing in this skill will increase this bonus by 4% per skill level. At this level, total spell power increased to 240%. Mana cost of dual casting a spell increases used spell points to 300% standard (Cost decreased by 2 x skill level). At this level, mana drain increased to 280% standard. Chance of spell miscast decreased by increasing this skill. This number is affected directly by spell level and caster’s proficiency in that branch of magic.
You have received 1,250 (base 2,000 x 1.25 x 0.5) bonus experience for reaching level 10 in the skill: Dual Casting.
Congratulations! You have advanced from the rank of Novice to the rank of Initiate in: Dual Casting. Dual Casted spells now have a range that is increased by 20%. This perk is cumulative with successive ranks.
Congratulations! You have reached skill level 4 in Beast Bonding. +1% effectiveness to Tame. +1% attack and defense of bonded creatures.
Congratulations! You have reached skill level 10 in Life Magic. New spells are now available.
You have received 1,250 (base 2,000 x 1.25 x 0.5) bonus experience for reaching level 10 in the skill: Life Magic.
Congratulations! You have advanced from the rank of Novice to the rank of Initiate in: Life Magic. As a Master of a Place of Power, you already have a 50% boost to spell power and resistance. No further bonus.
Congratulations! You have reached skill level 10 in Earth Magic. New spells are now available.
You have received 1,250 (base 2,000 x 1.25 x 0.5) bonus experience for reaching level 10 in the skill: Earth Magic.
Congratulations! You have advanced from the rank of Novice to the rank of Initiate in: Earth Magic. +5% Resistance to Earth Magic. +5% Strength when casting Earth Magic.
Congratulations! You have reached skill level 11 in War Leader. +1% effective distance. +1% attack and defense for all allies within your Sphere of Influence.
Congratulations! You have reached subskill level 6 in Beacon. …
…
Congratulations! You have reached subskill level 9 in Beacon. +90 to the Fighting Spirit of war party.
Richter dismissed the last of the prompts dealing with his skill leveling. The battle had been an amazing catalyst for his capabilities. His swords were now deadlier, and his magic was more powerful. He had also been able to progress from novice to initiate in three different skills! It still hurt seeing all the experience he was losing due to his experience penalty. His Specialist Talent, Talent Point Conversion, was a great way to advance his Profession quickly, but the penalty was seriously chaffing his ass. He had spent a whopping eight hundred and eighty-nine thousand experience points to gain more Talent points. As a result, all of the experience he gained after that trade was twice as hard to earn back. He still felt like he had made the right choice, but the loss of XP royally sucked.
The next prompt made him feel better.
You have been awarded 57,107 exp
erience (base 1,305,294 x 0.07 x 1.25 x 0.5) from Brain Drain against Level 35 goblin Witch Doctor, Sin-ak; Station: Rikker.
Richter checked his status page. Including the XP from the Witch Doctor, he had gained over six hundred thousand experience points since using his Talent! He did some quick math and realized that he was almost 70% of the way to being free of the damn penalty! It put a bit of extra pep in his step as he walked through the forest. With nothing else to do, he examined the rest of the prompts.
For slaying fourteen Goblin Scouts, you have been awarded 28 War Points!
For slaying fifteen Goblin Fighters, you have been awarded 45 War Points!
For slaying two Professional Warrior Goblin Grinders, you have been awarded 40 War Points! (War Points multiplied by 5 for slaying a Professional)
For slaying one Specialist Witch Doctor Goblin Rikker, you have been awarded 50 War Points! (War Points multiplied by 10 for slaying a Specialist)
The war points were helpful, but honestly, Richter had been expecting more. The bonus from killing Professionals was awesome, and the Specialist bonus was bad-ASS, but how often could he expect that to happen? He didn’t like being a complainer, but he had just been expecting something more spectacular for killing sentient creatures. He would almost be better off hunting deer.
The war point allocation when he was hunting beasts or monsters was based on the soul level of the creatures. Poor soul animals gave one point, while monsters with luminous souls gave four points, etc. It looked like the Warriors that had been killed gave the same amount of points as a mid-level monster. Again, the 400% bonus was great and all, but it was still kind of disappointing. All of Richter’s misgivings faded away when he saw the next prompt, though. As he read it, a sound he hadn’t heard before echoed in his ears.
CLANG!
Congratulations! You have destroyed an enemy War Party! The War Leader’s rank was Apprentice. For killing a War Leader of the third rank, all War Points gained are tripled! War Points gained: 489. Total War Points: 601.